Jump to content

MisterMark

Members
  • Posts

    74
  • Joined

  • Last visited

Posts posted by MisterMark

  1. When I'm playing an attack against the computer and I'm seemingly winning the battle (but it doesn't seem quite for sure yet), the battle often times comes to a somewhat unexpected stop and I end up with a major victory due to the AI throwing in the towel.  However, many times I find I haven't taken all the objectives and upon looking over the fully revealed map and the AAR, there were still a fair amount of capable  enemy units still holding key ground.  

    I'm not 100% sure on how it works but from my rough estimation, it seems once you have inflicted greater than 70% casualties on the enemy, the AI just gives up.   And I get it... it's practical to have some sort of threshold for when it's time for the other side to give up.  But when this happens too soon, it feels disappointing to get the victory without taking all the objectives.  Furthermore,  it robs you of the satisfaction of getting to 'mop up' the last of the hold outs... which despite any kind of numerical advantage you would have at that point, wouldn't guarantee you would just easily root out and roll over any remaining defending units.  It seems completely possible that you could take a fair share of losses that could still sway the outcome of the battle from a major victory to a minor victory. 

    Does anyone from Battlefront have any idea on the criteria and details for the algorithm that dictates when the AI surrenders?  Is it based on purely casualties/points?   Or does the algorithm take into account the percentage of units that have a shattered moral state? 

    I've seen this complaint brought up before but wondering if there has been any work-arounds or mods out there that will fix this?

    If not, it would be a welcomed update for Battlefront to add some sort of option to raise the threshold for full AI capitulation so you could extend the battle to through a mop up phase.  Maybe it's a slider that you can pre select the percentage of casualties or shattered units to get a full surrender?  And to take it a step further, a really awesome feature would be to have the option to randomize the threshold so you wouldn't know exactly how far you needed to take the battle to get the major victory.  If this isn't possible in a future update, at the very least, make it where all the objectives have to be taken to get the major victory.

    Not sure how the surrendering threshold could be update for defending or meeting engagements but one way or the other, I believe a lot of players would appreciate some update or tweak to this aspect of the game.

    Would be curious hear other's thoughts and opinions on this.

    -Mark

     

     

     

     

     

  2. Does anyone have the CMPzC rule book pdf that outlines how to merge CM with the John Tiller Panzer Campaigns series for operational play?  There was a link were you could download it in this discussion here:

    Seems the link to download it no longer works... If someone has it might you be able to send to me?

    Thank you,

    -Mark

     

     

  3. One approach I have taken for playing with large numbers of infantry (and out of laziness) is to just detach a small recon force and leave the rest behind in the rear area as a reserve.  Once contact is made I move in only what I think is necessary to deal with the threat and focus on the point of contact as a abstract objective.  I'm still inclined to bring in heavy weapons and tanks over a smashing force of infantry.  There is of course great satisfaction in taking a localized area of the map but because of the time constraint and the fact that I've not mobilized most of my infantry to deal with the rest of the map, I usually end up losing the the battle. 

    On a side note, am I even using my infantry the correct way?  Meaning, for battles that I win, I usually use my infantry as 'bait' to reveal and locate enemy positions and use mortars, tanks and artillery to take them out rather than taking the positions with an appropriate amount of infantry.  Like I stated before, in the AAR my infantry usually account for very little of the enemy losses.  Is this typical?

    All thoughts welcomed,

    -Mark

     

     

     

  4. Love the CM2 platform for a variety of reasons but am I the only one that finds it tedious and daunting to manage anything more than a few platoons of infantry? 

    And once you start splitting infantry up into teams and trying to use them with sound coordinated tactics, the workload obviously multiplies.  Furthermore, when the bullets start flying and units get spread out and disorganized, my willingness to control them with same level of detail as before goes out the window.  Am I too focused on micromanaging?  

    For large engagement with a company or more of infantry, is it better to use generalized grouped orders and not be as concerned with organization and losses?  In my combined arms battles I consistently find my infantry to be responsible for very few enemy casualties as compared to my mortars, tanks and artillery. 

    Any tips from the CM2 veterans out there on how to organize and manage large formations of infantry and still keep the game fun?

    Thanks,

    -Mark 

     

  5. I haven't played very many scenarios where there is air cover... I'm just a bit confused by the various sounds that you hear as a plane is covering the map. 

    Has anyone been able to notice any patterns or use the sounds as an indicator as to what will happen next and how soon or later or for how long?

    Also, if you don't have any AA assets deployed what are some things you can do to foil an air strike or minimize it's effects?  Obviously getting infantry into a building is a great start but what else?   

    Thank you,

    -Mark

     

     

     

  6. 10 hours ago, Heirloom_Tomato said:

    Command Lines work for me. What does your game say is the version number in the bottom right hand corner of the main screen? For reference, mine says v1.20. I bought the Gustav Line bundle, added the patches and the version 3.0 upgrade. I believe it is the 3.0 upgrade which adds the command lines.

    Mine says v1.12 in the lower right and my splash screen shows the Gustav Line icon... I thought I bought the same Gustav Line bundle and then added the patch.  If I didn't do something correctly with the purchase or the patch, it may explain why I haven't been able to play the modified QB/scenario you and kohlenklau tweaked out.

    I copied and pasted the description from the confirmation email of what I paid for an downloaded:

    CMFI + Gustav Line BUNDLE (Delivery: Download Only     CFI1-PC-DW     $65.00    $65.00

    and I downloaded and installed this patch:

    http://www.battlefront.com/index.php?option=com_versions&Itemid=317#CM: Fortress Italy PC

    Is this all correct to have the latest version and patch?

    -Mark

     

  7. On 8/21/2016 at 8:13 PM, kohlenklau said:

    I played a CMFI Tiny Agricultural QB Battle that Heirloom Tomato had reprocessed and have beefed it up a tad. Renamed as V1 at the end. 

    Beefed up = adjusted AI plan and such. 

    Here she is and load in scenario folder and play either side.

    https://www.dropbox.com/s/vi60xni71briyqb/Meet Tiny Ag (water) 273 battle 003V1.btt?dl=0

    @kohlenklau - FYI, I downloaded this file and put it in my scenario folder for CMFI and can't seem to find it when I try to selected from the 'Battle' menu.  I also loaded it in the scenario editor to see if something was corrupt with it and it seems to not have any parameters or units set...  It didn't even have a map other than the stock flat grass map that is defaulted when you first create a new scenario.  Maybe it's a problem on my end?   Anyone else?

    -Mark

     

  8. 18 hours ago, Blazing 88's said:

    @MisterMark Have you ever tried RobO's ROQC - Quick Campaign Generator for CMBB and or CMAK?  Here is the CMBB LINK: http://cmx1mods.greenasjade.net/mods?author_id=20&game_type=3   The MS Office automated version is awesome as no paperwork is involved then.  Carry a core force forward through multiply battles, keeping track of casualty's, kills and awards etc...  loved that creation for that series.  It took advantage of the QB ge

    @Blazing 88's - wow didn't know something like this existed!  Thanks for sharing and I will be sure to check it out in more detail...

     

    16 hours ago, Heirloom_Tomato said:

    @MisterMark I don't know if you have checked out the CMFI forum, but i have created some "blind QB's". I took a QB map, added some realistic forces to each side, saved it as a scenario and you have a blind qb. As the player you have no idea what you will be playing with or will be up against.  Check out the thread and see what I mean.

    If you are interested, I would be more than happy to make some for CMBN. I could also rejig the AI to better represent the forces chosen and hopefully give you a harder battle.

    @Heirloom_Tomato - thanks for the offer... I have CMFI so I'll try a out a map or two! 

    @Heirloom_Tomato and @Meach - How would you feel if I sent you guys a map each with a point limit so you can purchase the defenders forces within that limit, compose defensive plans for them and save as an unfinished scenario to send back to me?  Then I can purchase my forces (without looking at what you picked of course), save and then play as a quasi quick battle? 

    -Mark

     

     

  9. SlySniper,

    I hear ya and I do of course play H2H as well as scenarios in CMx2 and enjoy them very much... but sometimes a QB is all I have time for.  H2H can be a lengthy endeavor and after one has played most of the scenarios that come with the game, it takes a bit of time hunting to find a new scenario that fits the size, terrain and force selection that you are in the mood for.  Although CMx2 is superior in so many ways to CMx1, QB's in CMx1 give me more of what I'm looking for.  And I only came to this revelation after going back to CMx1 on a recent whim.  No disrespect to any of the developers or scenario authors of CMx2, but I was just voicing my opinion and checking in to see if I am the only one that feels this way. 

    And to Meach...

    9 hours ago, Meach said:

    @MisterMark Interesting points and I often miss CMBB myself but if you don't mind me asking, and I mean no disrespect, how would you like to see an AI defense force behave in a CMX2 battle?  I believe with the triggers we have now and a bit of jiggery pokery and creative licence with the scripting could we not come up with something?  

    I suppose something can be done given my limited understanding of the capabilities of the editor...  I've messed around with it a few times but will admit that I don't understand all details or have anywhere near the skill to make scenario or amend a map myself.  

    But would it not be possible to amend the stock probe/attack/assault QB's maps with additional defensive AI plans that are a bit more complex and dynamic?   For example, adding a trigger or triggers to have units converge towards an objective and take up new positions once units of the human controlled army are within a threatening distance of the objective? 

    And as I understand it, the AI can't call in artillery on it's own but can't the timing of the barrages be varied a bit so they don't always start falling so predictably on turn 1?  And speaking of triggers and artillery, can artillery be associated with a trigger?  If so that alone would be a huge improvement that could be implemented for the current selection of QB maps. 

    I suppose the real challenge would be getting an independent group of scenario makers to go back through all the stock QB's and amend them and make them available for download or have BF roll them into a patch.  I of course could learn to do it myself and take on a few maps that I may want to play, but then that sort of defeats the element of being surprised.

    -Mark

     

     

     

     

     

     

     

     

  10. I see and understand what you are all saying, but I'm comparing the quality of fight of the defending AI in QB's in each CM platform.  Would you not all agree that attacking the AI in a QB in CMx2 is not as challenging as it is in CMx1?  Defending AI armor in CMx2 just seems to sit there and once you spot it you can usually outflank it and mount an attack pretty easily, depending on the terrain.    

    Furthermore, I didn't even compare artillery barrages between the two platforms.  Defending AI in CMx2 in QB's is so predictable and easy to foil.... in my experience barrages always come down in the obvious avenues of approach on the first turn.  Once you know this all you have to do is wait 5 min before you have any of your forces leave the setup zone.   In CMx1 barrages are a real threat that can come down anywhere on a portion of your forces that are within visual of the enemy FO. 

    I understand AI routines in CMx1 are simple but in comparing attacking QB's between the two platforms, the simpler defending AI routines seems to give a better fight.  I suppose the real issue for my complaint for QB's fights in CMx2 comes down to how the defending AI plans have been written for all the maps.  Despite the ability to have multiple AI plans written for a map, the defending AI plans seem to have all been written with the same basic static strategy.

    And I know hundreds of QB maps have been crafted for CMx2 by talented authors but the random map generation for CMx1is greatly missed. 

    -Mark

     

     

     

  11. I'm really into CMx2 and but I find QB's against the AI not super challenging or exciting.... Especially when you are doing a prob/attack/assault.  I recently played a QB in CMAK and forgot how challenging and dynamic the AI can be.  Fifteen min into the battle a tiger rolled in from a far flank.  I engaged it with 4 shermans, but the tiger ultimately won despite my efforts to attack it simultaneously from 2 different directions.   It was changing direction, rotating it's turret, coming in and out of cover and intuitively reacting to the biggest threat in each moment.  On top of that, after the first line of infantry defending the objective were overwhelmed, a second wave of defenders seemed to activate from deeper inside the map to fill holes in the initial defense and counter attacked.   

    Sure, in a scenario/campaign in CMx2 you are likely to see similar behavior from the AI depending on the creativity of the scenario author...  I understand the scenario editor allows for some very creative and complex programming of the AI but something is seriously lacking for the AI plans and behavior for QB's.   Defending AI infantry and armor seem very static as the battle progresses and I don't ever recall seeing anything close to the behavior that I saw in CMx1.   And on a side note, computer generated force selection for QB's often results in awkward forces even when 'mix' is selected.  I recall many times getting mainly half tracks full of infantry for example.  And in my most recent QB I got a whole bunch of 50 cal teams and a sherman.... and after playing several QB's in CMx2, force selection becomes predictable, even with rarity set to loose.

    I'm guessing it's probably too unrealistic but wonder if CMx2 could ever be patched so that you can have the option of creating and going with premade AI plans for QB's or going with an automatic AI routine similar to CMx1?

    I think AI plans for meeting engagements and the AI plans for probes/attacks/assaults is good but the behavior for the AI defending just seems very flat.  How do others feel about the defending AI in QB's for CMx2 vs CMx1?

    -Mark

     

     

     

     

     

     

     

  12. 6 hours ago, Bulletpoint said:

    That took me back to the days of computer magazines that always had several pages of code in them that you had to patiently hand-enter in your home computer to make it do something, like a simple game :) 

    Yeah I did a few of those back in the day and always ended up frustrated.... got tired of putting in all the code and getting an error.   Too damn hard to debug a typo buried in hundreds of lines of code on an Apple IIc!

    -Mark

     

     

  13. I posted this on the RT forums but posting here as well since I think others might find it useful....

    When playing the AI especially in a meeting engagement, are you looking for a bit more of a challenge?   Wouldn't it be interesting if you could have your force arrive in various sections and at unpredictable times? 

    I initially got the following idea from someone else who had started a thread about creating deployment rules with a random component (i think they pulled cards to generate their directives)... Couldn't seem to find the original thread unfortunately.

    Basically, I programmed my own random generator (in Applesoft BASIC) that runs in a simple Apple II emulator (Javascript in a browser window).  Here is  the link for the emulator (http://www.calormen.com/jsbasic/ ).   Below I've included the programming code.   All you have to do to use it is to copy in my code and hit the 'run' button.  Now I'll explain how it works....

    I made this mainly for meeting engagement vs the AI in WEGO in order to make my medium and large battles a bit more challenging and interesting by not allowing me to advance all available forces at once and to create a randomized and unpredictable reinforcement schedule.   But I suppose it could work for probes, attacks and assaults as well as certain defenses. 

    Using a meeting engagement for example...  I'll usually hand pick my forces and when it comes to the set up screen, I'll place them line abreast as far back in the set up zone as possible (assuming the set up zone is initially out of visual contact from the enemy).  Then I start the battle and run my deployment generator...

    It asks how many friendly HQ's are left in the battle...  Since it's the start of the battle, it would be all of them.  So let's say I have the following forces and HQ's organized in the following manner:

    1st Infantry Battalion HQ1

       A Company HQ2

          1st platoon HQ3

           2nd platoon HQ4

           3rd platoon HQ5

       B Company HQ6

           1st platoon HQ7

           2nd platoon HQ8

    3rd Armored Battalion HQ9

       1st Tank Platoon HQ10

       2nd Tank Platoon HQ11

    Based on this selection I would have a total of 11 HQ's and I would enter it into my deployment generator.  It would then randomly select one of the 11 HQ's to have a chance to deploy... Let's say it selected the  6th HQ.  Going in sequential order of the above force selection, HQ6 would mean B company and all it's subordinate HQ's (HQ7 and HQ8) would have a chance to deploy .  Next the generator will ask what is the chance that HQ6 will be deployed.  I set it up so I can make my own odds based on a factor of 10.   I made my own rules as follows but you could make up your own:

    Chance a whole battalion will deploy:  1 in 10

    Chance a whole company will deploy:  3 in 10

    Chance any particular platoon will deploy 5 in 10

    Based on these rules I would enter 3...  then the generator would let me know if HQ6 (B company and all it's subordinates) would be arriving or not.   If it is, it would let me know if it would be arriving this turn or at some turn in the future (I have it programmed for a maximum of 5 minutes).    If it did not deploy, then I wouldn't be able to advance or use any of B Company's forces on that turn.  If it did deploy and say the generator said it would arrive in 2 minutes, then I could only advance or use B company after those two minutes passed.   If a unit deploys I would then take it off the list  and re-number my remaining HQ's before I ran the generator again for the next turn.  In this example, I would only have 8 more HQ's left so that is what I would put into the generator for the next turn.

    Let's say it tells me that HQ8 has a chance to deploy and after entering its deployment odds of 5 it arrives on this turn ... in this example that would mean 2nd Tank Platoon would be available to advance.  I would then take it off the list and run the generator again for the next turn.   Now I have only 7 HQ's left.   So let's say the generator pulls up HQ1... that would mean 1st Battalion and any remaining subordinates, which would be A Company, 1st Platoon, 2nd Platoon and 3rd Platoon...  then of course I would put in it's deployment odds which would be 1.  Let's say it would be arriving in 5 min... then of course that would mean I could not advance or use any of 1st Battalion, A Company, 1st, 2nd or 3rd Platoon until 5 turns have passed.  

    I would continue this process until all HQ's and their subordinates had deployed... certainly makes it more challenging in a meeting engagement when you don't get any forces to advance until 3-5 minutes into the battle for example.  Or it's 8 or 10 minutes into the battle and you are only fighting with a platoon  and are desperately needing more units to arrive and get into the fight.  I've played one game where it took almost 30 min for my tank battalion to show up... talk about challenging!'

    If my instructions seem hard to follow or confusing, please let me know and I'll try to clarify.   But basically this system allows you to have reinforcements show up at unpredictable times.   You just have to run it outside of CM and make sure you keep track of what the generator dictates.  I just keep track of the the list and directives on a piece of paper.  If you are versed in the BASIC programming code, feel free to make your own adjustments/improvements or adapt it to your specific needs. 

    Enjoy!

    -Mark

    ------MisterMark's Deployment Generator Code-----

    1 Rem MisterMark's Deployment Generator for CM
    2 PR#3 : TEXT : HOME
    3 PRINT "Press any key to generate mission parameters.";
    4 CA = INT( RND(8) * 10)+1
    5 T = INT( RND(1) * 6 )
    6 S = INT( RND(8) * 20 )+1
    7 IF (PEEK(49152)) THEN GET G$:PRINT:PRINT: GOTO 10
    8 GOTO 4

    10 Rem Generate
    11 PRINT "How many HQ's left in this battle?";
    15 INPUT " ";H
    16 IF H < 1000 AND H > 1 THEN GOTO 19
    17 GOTO 11
    19 FOR X = 1 TO 3000: NEXT X
    20 S = INT( RND(8) * H )+1
    25 PRINT
    30 PRINT "What is HQ";S "'s chance to be deployed?";
    40 INPUT " ";C
    41 FOR X = 1 TO 3000: NEXT X
    42 IF C = 0 THEN GOTO 30
    45 PRINT: PRINT "S t a n d b y . . ."
    70 FOR X = 1 TO 17000 : NEXT X
    80 CA = INT( RND(8) * 10)+1
    81 IF C = 1 AND CA = 1 THEN GOTO 200
    82 IF C = 2 AND CA <= 2 THEN GOTO 200
    83 IF C = 3 AND CA <= 3 THEN GOTO 200
    84 IF C = 4 AND CA <= 4 THEN GOTO 200
    85 IF C = 5 AND CA <= 5 THEN GOTO 200
    86 IF C = 6 AND CA <= 6 THEN GOTO 200
    87 IF C = 7 AND CA <=7 THEN GOTO 200
    88 IF C = 8 AND CA <=8 THEN GOTO 200
    89 IF C = 9 AND CA <=9 THEN GOTO 200
    110 PRINT: PRINT "HQ"; S " did not deploy or arrive on this turn."
    115 GOTO 400
    120 GET R
    130 GOTO 5
    140
    150 REM IF CA = 1 THEN PRINT "HQ";H " will deploy in ";T " minuets"
    200 T = INT( RND(1) * 6 )
    250 IF T = 0 THEN GOSUB 275
    255 IF T > 0 THEN GOSUB 300
    260 GOTO 400
    275 PRINT: PRINT "HQ";S " has arrived on this turn!"
    280 RETURN
    300 PRINT: PRINT "HQ";S " will arrive in "; T " min!"
    350 RETURN
    375 PRINT : FOR X = 1 TO 500 : NEXT X
    376 RETURN
    400 FOR X = 1 TO 8000: NEXT X
    401 PRINT: PRINT "Press any key to continue.";
    999 GET R :HOME
    1000 GOTO 10

  14. I posted this on the RT forums but posting here as well since I think others might find it useful....

    When playing the AI especially in a meeting engagement, are you looking for a bit more of a challenge?   Wouldn't it be interesting if you could have your force arrive in various sections and at unpredictable times? 

    I initially got the following idea from someone else who had started a thread about creating deployment rules with a random component (i think they pulled cards to generate their directives)... Couldn't seem to find the original thread unfortunately.

    Basically, I programmed my own random generator (in Applesoft BASIC) that runs in a simple Apple II emulator (Javascript in a browser window).  Here is  the link for the emulator (http://www.calormen.com/jsbasic/ ).   Below I've included the programming code.   All you have to do to use it is to copy in my code and hit the 'run' button.  Now I'll explain how it works....

    I made this mainly for meeting engagement vs the AI in WEGO in order to make my medium and large battles a bit more challenging and interesting by not allowing me to advance all available forces at once and to create a randomized and unpredictable reinforcement schedule.   But I suppose it could work for probes, attacks and assaults as well as certain defenses. 

    Using a meeting engagement for example...  I'll usually hand pick my forces and when it comes to the set up screen, I'll place them line abreast as far back in the set up zone as possible (assuming the set up zone is initially out of visual contact from the enemy).  Then I start the battle and run my deployment generator...

    It asks how many friendly HQ's are left in the battle...  Since it's the start of the battle, it would be all of them.  So let's say I have the following forces and HQ's organized in the following manner:

    1st Infantry Battalion HQ1

       A Company HQ2

          1st platoon HQ3

           2nd platoon HQ4

           3rd platoon HQ5

       B Company HQ6

           1st platoon HQ7

           2nd platoon HQ8

    3rd Armored Battalion HQ9

       1st Tank Platoon HQ10

       2nd Tank Platoon HQ11

    Based on this selection I would have a total of 11 HQ's and I would enter it into my deployment generator.  It would then randomly select one of the 11 HQ's to have a chance to deploy... Let's say it selected the  6th HQ.  Going in sequential order of the above force selection, HQ6 would mean B company and all it's subordinate HQ's (HQ7 and HQ8) would have a chance to deploy .  Next the generator will ask what is the chance that HQ6 will be deployed.  I set it up so I can make my own odds based on a factor of 10.   I made my own rules as follows but you could make up your own:

    Chance a whole battalion will deploy:  1 in 10

    Chance a whole company will deploy:  3 in 10

    Chance any particular platoon will deploy 5 in 10

    Based on these rules I would enter 3...  then the generator would let me know if HQ6 (B company and all it's subordinates) would be arriving or not.   If it is, it would let me know if it would be arriving this turn or at some turn in the future (I have it programmed for a maximum of 5 minutes).    If it did not deploy, then I wouldn't be able to advance or use any of B Company's forces on that turn.  If it did deploy and say the generator said it would arrive in 2 minutes, then I could only advance or use B company after those two minutes passed.   If a unit deploys I would then take it off the list  and re-number my remaining HQ's before I ran the generator again for the next turn.  In this example, I would only have 8 more HQ's left so that is what I would put into the generator for the next turn.

    Let's say it tells me that HQ8 has a chance to deploy and after entering its deployment odds of 5 it arrives on this turn ... in this example that would mean 2nd Tank Platoon would be available to advance.  I would then take it off the list and run the generator again for the next turn.   Now I have only 7 HQ's left.   So let's say the generator pulls up HQ1... that would mean 1st Battalion and any remaining subordinates, which would be A Company, 1st Platoon, 2nd Platoon and 3rd Platoon...  then of course I would put in it's deployment odds which would be 1.  Let's say it would be arriving in 5 min... then of course that would mean I could not advance or use any of 1st Battalion, A Company, 1st, 2nd or 3rd Platoon until 5 turns have passed.  

    I would continue this process until all HQ's and their subordinates had deployed... certainly makes it more challenging in a meeting engagement when you don't get any forces to advance until 3-5 minutes into the battle for example.  Or it's 8 or 10 minutes into the battle and you are only fighting with a platoon  and are desperately needing more units to arrive and get into the fight.  I've played one game where it took almost 30 min for my tank battalion to show up... talk about challenging!'

    If my instructions seem hard to follow or confusing, please let me know and I'll try to clarify.   But basically this system allows you to have reinforcements show up at unpredictable times.   You just have to run it outside of CM and make sure you keep track of what the generator dictates.  I just keep track of the the list and directives on a piece of paper.  If you are versed in the BASIC programming code, feel free to make your own adjustments/improvements or adapt it to your specific needs. 

    Enjoy!

    -Mark

    ------MisterMark's Deployment Generator Code-----

    1 Rem MisterMark's Deployment Generator for CM
    2 PR#3 : TEXT : HOME
    3 PRINT "Press any key to generate mission parameters.";
    4 CA = INT( RND(8) * 10)+1
    5 T = INT( RND(1) * 6 )
    6 S = INT( RND(8) * 20 )+1
    7 IF (PEEK(49152)) THEN GET G$:PRINT:PRINT: GOTO 10
    8 GOTO 4

    10 Rem Generate
    11 PRINT "How many HQ's left in this battle?";
    15 INPUT " ";H
    16 IF H < 1000 AND H > 1 THEN GOTO 19
    17 GOTO 11
    19 FOR X = 1 TO 3000: NEXT X
    20 S = INT( RND(8) * H )+1
    25 PRINT
    30 PRINT "What is HQ";S "'s chance to be deployed?";
    40 INPUT " ";C
    41 FOR X = 1 TO 3000: NEXT X
    42 IF C = 0 THEN GOTO 30
    45 PRINT: PRINT "S t a n d b y . . ."
    70 FOR X = 1 TO 17000 : NEXT X
    80 CA = INT( RND(8) * 10)+1
    81 IF C = 1 AND CA = 1 THEN GOTO 200
    82 IF C = 2 AND CA <= 2 THEN GOTO 200
    83 IF C = 3 AND CA <= 3 THEN GOTO 200
    84 IF C = 4 AND CA <= 4 THEN GOTO 200
    85 IF C = 5 AND CA <= 5 THEN GOTO 200
    86 IF C = 6 AND CA <= 6 THEN GOTO 200
    87 IF C = 7 AND CA <=7 THEN GOTO 200
    88 IF C = 8 AND CA <=8 THEN GOTO 200
    89 IF C = 9 AND CA <=9 THEN GOTO 200
    110 PRINT: PRINT "HQ"; S " did not deploy or arrive on this turn."
    115 GOTO 400
    120 GET R
    130 GOTO 5
    140
    150 REM IF CA = 1 THEN PRINT "HQ";H " will deploy in ";T " minuets"
    200 T = INT( RND(1) * 6 )
    250 IF T = 0 THEN GOSUB 275
    255 IF T > 0 THEN GOSUB 300
    260 GOTO 400
    275 PRINT: PRINT "HQ";S " has arrived on this turn!"
    280 RETURN
    300 PRINT: PRINT "HQ";S " will arrive in "; T " min!"
    350 RETURN
    375 PRINT : FOR X = 1 TO 500 : NEXT X
    376 RETURN
    400 FOR X = 1 TO 8000: NEXT X
    401 PRINT: PRINT "Press any key to continue.";
    999 GET R :HOME
    1000 GOTO 10

  15. On 7/12/2016 at 7:15 AM, kohlenklau said:

    The answer is no. If you try to pull this off as a one-man show you end up killing the fog of war operationally as well as on the CM map or you inject a mismatch which makes it all senseless anyway.

    If you had a helper buddy who did the admin chores and set up, THEN it might be doable. You then return the favor and arrange his stuff I suppose.

     

    Does this mean playing single player with a 'helper buddy' is the only way to get fog of war happening for both at the operational level and on the tactical level?  If I understand correctly, playing CM with the Tiller games in true 2 player fashion would compromise fog of war as well?

  16. SFNativeEngima and SlowMotion, I have a third party solution/work-around that may help... you maybe able to adapt it or rework it to suit your own needs.  I'll lay it out as it is intended to be used. 

    I initially got the following idea from someone else who had started a thread about creating deployment rules with a random component (i think they pulled cards to generate their directives)... Couldn't seem to find the original thread unfortunately.

    Basically, I programmed my own random generator (in Applesoft BASIC) that runs in a simple Apple II emulator (Javascript in a browser window).  Here is  the link for the emulator (http://www.calormen.com/jsbasic/ ).   Below I've included the programming code.   All you have to do to use it is to copy in my code and hit the 'run' button.  Now I'll explain how it works....

    I made this mainly for meeting engagement vs the AI in WEGO in order to make my medium and large battles a bit more challenging and interesting by not allowing me to advance all available forces at once and to create a randomized and unpredictable reinforcement schedule.   But I suppose it could work for probes, attacks and assaults as well as certain defenses. 

    Using a meeting engagement for example...  I'll usually hand pick my forces and when it comes to the set up screen, I'll place them line abreast as far back in the set up zone as possible (assuming the set up zone is initially out of visual contact from the enemy).  Then I start the battle and run my deployment generator...

    It asks how many friendly HQ's are left in the battle...  Since it's the start of the battle, it would be all of them.  So let's say I have the following forces and HQ's organized in the following manner:

    1st Infantry Battalion HQ1

       A Company HQ2

          1st platoon HQ3

           2nd platoon HQ4

           3rd platoon HQ5

       B Company HQ6

           1st platoon HQ7

           2nd platoon HQ8

    3rd Armored Battalion HQ9

       1st Tank Platoon HQ10

       2nd Tank Platoon HQ11

    Based on this selection I would have a total of 11 HQ's and I would enter it into my deployment generator.  It would then randomly select one of the 11 HQ's to have a chance to deploy... Let's say it selected the  6th HQ.  Going in sequential order of the above force selection, HQ6 would mean B company and all it's subordinate HQ's (HQ7 and HQ8) would have a chance to deploy .  Next the generator will ask what is the chance that HQ6 will be deployed.  I set it up so I can make my own odds based on a factor of 10.   I made my own rules as follows but you could make up your own:

    Chance a whole battalion will deploy:  1 in 10

    Chance a whole company will deploy:  3 in 10

    Chance any particular platoon will deploy 5 in 10

    Based on these rules I would enter 3...  then the generator would let me know if HQ6 (B company and all it's subordinates) would be arriving or not.   If it is, it would let me know if it would be arriving this turn or at some turn in the future (I have it programmed for a maximum of 5 minutes).    If it did not deploy, then I wouldn't be able to advance or use any of B Company's forces on that turn.  If it did deploy and say the generator said it would arrive in 2 minutes, then I could only advance or use B company after those two minutes passed.   If a unit deploys I would then take it off the list  and re-number my remaining HQ's before I ran the generator again for the next turn.  In this example, I would only have 8 more HQ's left so that is what I would put into the generator for the next turn.

    Let's say it tells me that HQ8 has a chance to deploy and after entering its deployment odds of 5 it arrives on this turn ... in this example that would mean 2nd Tank Platoon would be available to advance.  I would then take it off the list and run the generator again for the next turn.   Now I have only 7 HQ's left.   So let's say the generator pulls up HQ1... that would mean 1st Battalion and any remaining subordinates, which would be A Company, 1st Platoon, 2nd Platoon and 3rd Platoon...  then of course I would put in it's deployment odds which would be 1.  Let's say it would be arriving in 5 min... then of course that would mean I could not advance or use any of 1st Battalion, A Company, 1st, 2nd or 3rd Platoon until 5 turns have passed.  

    I would continue this process until all HQ's and their subordinates had deployed... certainly makes it more challenging in a meeting engagement when you don't get any forces to advance until 3-5 minutes into the battle for example.  Or it's 8 or 10 minutes into the battle and you are only fighting with a platoon  and are desperately needing more units to arrive and get into the fight.  I've played one game where it took almost 30 min for my tank battalion to show up... talk about challenging!'

    If my instructions seem hard to follow or confusing, please let me know and I'll try to clarify.   But basically this system allows you to have reinforcements show up at unpredictable times.   You just have to run it outside of CM and make sure you keep track of what the generator dictates.  I just keep track of the the list and directives on a piece of paper.  If you are versed in the BASIC programming code, feel free to make your own adjustments/improvements or adapt it to your specific needs. 

    Enjoy!

    -Mark

    ------MisterMark's Deployment Generator Code-----

    1 Rem MisterMark's Deployment Generator for CM
    2 PR#3 : TEXT : HOME
    3 PRINT "Press any key to generate mission parameters.";
    4 CA = INT( RND(8) * 10)+1
    5 T = INT( RND(1) * 6 )
    6 S = INT( RND(8) * 20 )+1
    7 IF (PEEK(49152)) THEN GET G$:PRINT:PRINT: GOTO 10
    8 GOTO 4

    10 Rem Generate
    11 PRINT "How many HQ's left in this battle?";
    15 INPUT " ";H
    16 IF H < 1000 AND H > 1 THEN GOTO 19
    17 GOTO 11
    19 FOR X = 1 TO 3000: NEXT X
    20 S = INT( RND(8) * H )+1
    25 PRINT
    30 PRINT "What is HQ";S "'s chance to be deployed?";
    40 INPUT " ";C
    41 FOR X = 1 TO 3000: NEXT X
    42 IF C = 0 THEN GOTO 30
    45 PRINT: PRINT "S t a n d b y . . ."
    70 FOR X = 1 TO 17000 : NEXT X
    80 CA = INT( RND(8) * 10)+1
    81 IF C = 1 AND CA = 1 THEN GOTO 200
    82 IF C = 2 AND CA <= 2 THEN GOTO 200
    83 IF C = 3 AND CA <= 3 THEN GOTO 200
    84 IF C = 4 AND CA <= 4 THEN GOTO 200
    85 IF C = 5 AND CA <= 5 THEN GOTO 200
    86 IF C = 6 AND CA <= 6 THEN GOTO 200
    87 IF C = 7 AND CA <=7 THEN GOTO 200
    88 IF C = 8 AND CA <=8 THEN GOTO 200
    89 IF C = 9 AND CA <=9 THEN GOTO 200
    110 PRINT: PRINT "HQ"; S " did not deploy or arrive on this turn."
    115 GOTO 400
    120 GET R
    130 GOTO 5
    140
    150 REM IF CA = 1 THEN PRINT "HQ";H " will deploy in ";T " minuets"
    200 T = INT( RND(1) * 6 )
    250 IF T = 0 THEN GOSUB 275
    255 IF T > 0 THEN GOSUB 300
    260 GOTO 400
    275 PRINT: PRINT "HQ";S " has arrived on this turn!"
    280 RETURN
    300 PRINT: PRINT "HQ";S " will arrive in "; T " min!"
    350 RETURN
    375 PRINT : FOR X = 1 TO 500 : NEXT X
    376 RETURN
    400 FOR X = 1 TO 8000: NEXT X
    401 PRINT: PRINT "Press any key to continue.";
    999 GET R :HOME
    1000 GOTO 10

     

     

     

     

     

     

     

     

  17. I've been curious about doing some operational play with CMx2 and I've read a few threads and looked at some of the resources in order to do so.  The one question I have that I can't seem to find the answer to is can I play the Tiller games with CMx2 as myself vs the AI?   Obviously playing vs the AI in CM isn't an issue but can using the AI in the Tiller games to control the other side still work when blending the two games together?  

    -Mark

     

     

     

×
×
  • Create New...